Ingesting a 6% carbohydrate-electrolyte solution improves endurance capacity, but not sprint performance, during intermittent, high-intensity shuttle running in adolescent team games players aged 12–14 years

This is the author's final version of this article. Published version (c)Springer Verlag, available from http://dx.doi.org/10.1007/s00421-010-1404-z. The original publication is available at www.springerlink.com

Citation:

Phillips, S.M., et al. 2010. Ingesting a 6% carbohydrate-electrolyte solution improves endurance capacity, but not sprint performance, during intermittent, high-intensity shuttle running in adolescent team games players aged 12–14 years. European Journal of Applied Physiology. 109(5): pp.811-821. Available from http://dx.doi.org/10.1007/s00421-010-1404-z

Abstract:

The main aim of this study was to investigate the influence of consuming a 6% carbohydrate-electrolyte (CHO-E) solution on the intermittent, high-intensity endurance performance and capacity of adolescent team games players. Fifteen participants (mean age 12.7 ± 0.8 years) performed two trials separated by 3–7 days. In each trial, they completed 60 min of exercise composed of four 15-min periods of part A of the Loughborough Intermittent Shuttle Test, followed by an intermittent run to exhaustion (part B). In a double-blind, randomised, counterbalanced fashion participants consumed either the 6% CHO-E solution or a non-carbohydrate (CHO) placebo (5 ml kg−1 BM) during the 5 min pre-trial and after each 15-min period of part A (2 ml kg−1 BM). Time to fatigue was increased by 24.4% during part B when CHO was ingested (5.1 ± 1.8 vs. 4.1 ± 1.6 min, P < 0.05), with distance covered in part B also significantly greater in the CHO trial (851 ± 365 vs. 694 ± 278 m, P < 0.05). No significant between-trials differences were observed for mean 15-m sprint time (P = 0.35), peak sprint time (P = 0.77), or heart rate (P = 0.08) during part A. These results demonstrate, for the first time, that ingestion of a CHO-E solution significantly improves the intermittent, high-intensity endurance running capacity of adolescent team games players during an exercise protocol designed to simulate the physiological demands of team games.